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Research stay at    Israel Gutiérrez
Leuven
KU Leuven
HCI - ariadne group
Plan for the stay• Work on classON improvements • Visualizations (e.g. replay) • Gamification • Experiment          http://...
But...• Different class methodology for a  experiment• Find a topic that was useful for both groups• Get feedback from oth...
What to do?• Comparison of STEP UP! and classON data • questions vs. social • in class vs. after class• Multitouch table t...
Related to thework of Judy Kay http://www.slideshare.net/n.maisonneuve/team-activity-analysis-visualization
Ambient displays         • Peripheral         • Not the main focus of user attention         • No distraction         • Us...
Design of persuasive             ambient displays        • Incentive system: peer pressure and social             facilita...
Design strategies        • Abstract &                               • Positive            Reflective                       ...
Design and Evaluation          using Activity Theory         •   Scope: 1 activity         •   Criticality: not critical  ...
What we planned• Ambient displays• TiNYARM dataset• Awareness, reflection, sense-making,  behavior change model• Develop a ...
Ideas for the display• SNA for paper suggestion• Activity and deadlines in a timeline• Most read papers timeline• Gauge re...
Gamification• Applying game design and mechanics in  non-game contexts• Metaphors for displays based using game  mechanics•...
GambientFicationAmbient displays + Gamification + Analytics
Experiment• Use iPads as ambient displays • Use during working hours • Use a holder as a photo frame• 10 last days of the ...
Evaluation• Pre and post test• Awareness in the short/medium/long term• Appeal (usability + aesthetics)• Distraction• User...
What’s next?• Finish evaluation• Analyse data to confirm hypothesis• Skype/Hangout? with KUL members to  present the result...
Interactive Visualization:paper recommendations
Application to TEL• Ambient displays• Games • Hangman • Risk• Visualizations
Application to          gradient• HCI methodology• Short effective meetings :)• Free coffee :))• Ping pong :)))
Thanks for your participation
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
Stay at KU Leuven
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Stay at KU Leuven

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Presentation of my research stay at HCI group in KU Leuven in the gradient forum.

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  • Transcript of "Stay at KU Leuven"

    1. 1. Research stay at Israel Gutiérrez
    2. 2. Leuven
    3. 3. KU Leuven
    4. 4. HCI - ariadne group
    5. 5. Plan for the stay• Work on classON improvements • Visualizations (e.g. replay) • Gamification • Experiment http://gootyfer.com/aachen-impress/
    6. 6. But...• Different class methodology for a experiment• Find a topic that was useful for both groups• Get feedback from other research groups • RTWH Aachen • OUNL (Herleen)
    7. 7. What to do?• Comparison of STEP UP! and classON data • questions vs. social • in class vs. after class• Multitouch table to visualize data for teachers• Learn HCI principles
    8. 8. Related to thework of Judy Kay http://www.slideshare.net/n.maisonneuve/team-activity-analysis-visualization
    9. 9. Ambient displays • Peripheral • Not the main focus of user attention • No distraction • Used for • Awareness • Behavior changeBorner et al. (2012) Beyond the channel: A literature review on ambient displays for learning. C&E
    10. 10. Design of persuasive ambient displays • Incentive system: peer pressure and social facilitation • Make digital representation meaningful (metaphor) • Design feedback loop • Interaction managementTatsuo Nakajima ,Vili Lehdonvirta. (2011) Designing motivation using persuasive ambient mirrors. Personal and ubiquitous computing.
    11. 11. Design strategies • Abstract & • Positive Reflective • Controllable • Unobstrusive • Trending / • Public Historical • Aesthetic • ComprehensiveSunny Consolvo , David W McDonald , James A Landay (2009). Theory-driven design strategies for technologies that support behavior change in everyday life. CHI’09
    12. 12. Design and Evaluation using Activity Theory • Scope: 1 activity • Criticality: not critical • Class of activity: horizon • Appeal (usability + aesthetics): high impact • Learnability: match user expectations • Awareness: info interesting to the user • Distraction: designed to be low • Effect of breakdowns: not importantTara Lynn Matthews, Tye Lawrence Rattenbury & Scott Alan Carter (2007). Defining, Designing, and Evaluating Peripheral Displays: An Analysis Using Activity Theory. CHI’07
    13. 13. What we planned• Ambient displays• TiNYARM dataset• Awareness, reflection, sense-making, behavior change model• Develop a prototype + experiment
    14. 14. Ideas for the display• SNA for paper suggestion• Activity and deadlines in a timeline• Most read papers timeline• Gauge relating activity + quality• Hangman... !?
    15. 15. Gamification• Applying game design and mechanics in non-game contexts• Metaphors for displays based using game mechanics• Engage in the use of the system• Engage in the activity
    16. 16. GambientFicationAmbient displays + Gamification + Analytics
    17. 17. Experiment• Use iPads as ambient displays • Use during working hours • Use a holder as a photo frame• 10 last days of the stay• Ariadne members
    18. 18. Evaluation• Pre and post test• Awareness in the short/medium/long term• Appeal (usability + aesthetics)• Distraction• User perception• Awareness/reflection/sense-making/ behavior change
    19. 19. What’s next?• Finish evaluation• Analyse data to confirm hypothesis• Skype/Hangout? with KUL members to present the results of the stay• Other experiment at UC3M?• Apply results to the TEL context
    20. 20. Interactive Visualization:paper recommendations
    21. 21. Application to TEL• Ambient displays• Games • Hangman • Risk• Visualizations
    22. 22. Application to gradient• HCI methodology• Short effective meetings :)• Free coffee :))• Ping pong :)))
    23. 23. Thanks for your participation
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